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Jacke

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Everything posted by Jacke

  1. I don't like that Tactical Arrow had its ranges nerfed when it was a powerset that was buff and ranged powers only and was an obvious case that should be added as an exception. Many others who commented in the Blaster Secondaries Revamp Feedback topic made very good and very passionate arguments and suggestions for not nerfing the ranges. To the point where the topic was dominated by Tactical Arrow posts. The ranges still got nerfed. I understand why this happened and why the devs put the changes in and why they stuck to them. I want that to change in the future. I'll have to work at it to see that through. Connect with the devs. Perhaps as an overall reasssessment of power ranges, which have been buffed in the past. That is the way.
  2. I'm glad that you brought more people to Homecoming. But an unrestricted /enterbasefrompasscode was never go to be kept. And what we have is just as good and as fast. You just have to learn it. It's not that hard to learn. There's more Base Portals in more Zones. There's 2 commands to summon a Base Portal. Within 45ft of a Base Portal, permanent or summoned, you can use /enterbasefrompasscode. Invoke but do not complete the Prestige Base Transporter power, the temp Base Teleport power, the LRT power itself, and you can then use /enterbasefrompasscode. In games as in life, there are going to be changes. To get things better overall, changes are needed. We have to adapt to the changes. This is damn simple adaption. Without adaption, we'd still be playing City of Heroes as it was Issue 0 in 2004. That was a great game. For 2004. It got better. It's still getting better. But we have to adapt to that change. Help direct it when we can. But adapt we must.
  3. That's not quite what they said. The devs knew the /enterbasefrompasscode command was excessive. They should have just removed it from general player use. But they left it in until they could roll out an equivalent and better system for players. Issue 27 Page 1 has been under development for a long while with beta testing since the summer. Open beta testing from middle of October. Including the /enterbasefrompasscode and the teleport changes. The exploit was found about early October. It was partly patched out. For the rest, the devs decided to continue with Issue 27 Page 1. Because it's not said there. The devs and GMs are human, frail, volunteers, and they're getting tired of having to say the same things, refute the same mistaken impressions and incorrect histories. So sometimes they don't say all the details. As @Ironblade said, it was mentioned in one of the Focus Feedback posts during the beta. The problematic aspects of the command were all players being able to use a GM command all the time, everywhere, without cooldown. It trivializes much of the game. It is wrong. What we have now is better.
  4. Interesting idea. Though it might overload the LRT power, both its listing and its use. I think you can have multiple "Board Transit" missions open. There is the open mission limit, which I think is somewhere around 7 or so now, with extras allowed for some arcs (the contact has the book icon with the green bookmark). So that could work, if there's no other reasons that make it difficult or inadvisable to do such a change. Please make a counter argument to refute my argument.
  5. Repeating my post from the previous page:
  6. I tried it on the P2W Vendor in Pocket D earlier tonight and it didn't work there either. Some adjustment may be needed. I remember reading a post where a dev explains what happens when /interact is invoked: a search is done forward from the toon and forward and up to see what those projections hit. If they hit something that can be interacted with, that's then triggered. Tuned to work in most cases. But not all. Perhaps a feedback topic for /interact is needed, just to get info on what people are having problems with. Perhaps including screenshots.
  7. Get 10 Reward Merits from all badges in 2 zones. Or completing mission arcs. Or from a single Task Force. With 10 Merits, buy 30 Enhancement Converters from a Reward Merit Vendor/Machine. Sell the 30 Converters for about 70,000 Inf each. That's 2.1 million Inf. Takes a few minutes to a few hours, depending on what is done. A single Task Force, like the first half of the Positron Task Force, playable from level 8, pays out 11 Merits. Part 2 is 15 Merits. (Those are the numbers on the Wiki, they may be a bit different in the game right now.) Finish a mission arc at all levels and they pay out from 2 to 5 Merits each, some of the longer ones more. And stop with all the negative waves about PvP and blaming it for all the ills in the game. PvP players are people too. Beautiful people. In no way was PvP responsible for putting through the /enterbasefrompasscode restrictions. Stop telling all those porkie pies!
  8. 31 (or 32, I changed it as I added another power 🙂 ) million is not a lot of Inf. I can earn millions of Inf just from enemy defeats and mission rewards on a level 50 toon in a single play session. I can get 32 million in under 2 weeks easily just from play. And there are other ways to earn Inf as well. Like completing content, getting Reward Merits, and using those Merits to buy Salvage to sell on the Auction House for Inf. Merits are for players to use to improve their toons in the best way possible. Look at what the Merits buy at the Vendors/Machines. See what the prices are at the Auction House. The best use of Merits for the longest time (and likely on into the future) is: To buy Salvage, usually Enhancement Converters, from Merit Vendors/Machines. Sell that Salvage on the Auction House for Inf. Use that Inf to get what they need from the Auction House, including everything up to Purple and PvP recipes and Winter Origin and other special Enhancements. Though some special Enhancements can be made in other ways (which is why Converters always sell). And eventually use the Inf to buy Super Packs, get the stuff from the Packs, use what they want, sell everything else. Using the Merits at a Vendor/Machine to get the expensive recipes is not as good as converting them via Enhancement Converters to Inf and then buying those on the AH.
  9. To outfit the entirety of Prestige Powers I like to have on a toon now costs 32 million Inf, leaving about 0.8 million change as a good starting float. But a few million is enough to start a toon. Get that toon to 50 and every play session earns millions of Inf. Before 50, Zone Badge Accolades (for all 8 Badges in a Zone), completed mission arcs, completed Task Forces, earn the toon Reward Merits. The devs expect players to use their Reward Merits to get what they need, including Inf. In fact, using Merits to get Inf is almost always the best use of Merits. TL;dr solution: convert enough Merits to Enhancement Converters at a Merit Vendor or Merit Machine. Converters will always sell on the Auction House. You don't always need to get the absolute best price. Just get a good enough price to finance your toons. Longer solution analysis:
  10. Which is the way to disagree. Fast Travel in games, MMOs included, have gone from one extreme to another and back again. Sometimes travel is too slow, too hard. I remember early days in City of Heroes, when Sprint had half the effect and you didn't get travel powers until level 14 at the earliest. And people like @Luminara used Hurdle as a jumping travel power because builds were even tighter prior to Inherent Fitness. But it's important to see when travel is too fast, too easy, too trivial. And to see that a better way, a better balance, has to found. If you were using /enterbasefrompasscode, you already have access to bases with telepads. Get the dosh for the Prestige powers (get a level 50, all of them can earn millions per play session). Use the Prestige or the Day Job Base Portal summon powers, or invoke but don't use LRT, Base Transporter, and the temp Day Job Base teleport power; all then allow use of /enterbasefrompasscode. There's more zone Base Portals, they're in better locations, and when you use a Base Teleporter, you end up at that zones Base Portal to boot.
  11. Here's my custom popmenu that incorporates all the Fast Travel entries. It has a bunch of fancy features as well as temp powers that may no longer be available in the Super Packs, so you should probable cut it down for your use. I install it and bind it to P with this entry in my keybinds: P "popmenu commands-j" Commands.20201116a.mnu
  12. It wasn't a PvP exploit. It wasn't even initially the bug, because that was only found when the changes were being implemented. It was glibly giving a GM command to all players all the time. I used /enterbasefrompasscode. But I felt it was not quite right. It trivialized too many things. Restricting /enterbasefrompasscode was going to happen. Just as a massively overperforming set like Titan Weapons was going to be considered and changed and those changes would reduce its peak DPS. I think the solutions to aid travel while restricting /enterbasefrompasscode are a very good set of changes to City of Heroes. And I've played this game since 2005, through many a nerf and buff and other sundre evolutions.
  13. They're interesting ideas. In many cases, a doubled-roll with both having to fail to fail overall will help a lot. (Note that it will take the minimum chance to fail from 5% to 0.25%.) I think a more ED-like non-linear but continuous system that makes better use of buffs and debuffs is a better way to do this. But the problem is long recharge powers that have radical effects. Or when a failure causes serious consequences. This is why so many powerset resources, like Titan Weapon's Momentum and Energy Melee's Focus, now are gained from autohit effects of attacks. Because not getting the resource is a massive penalty with far reaching consequences. Not to mention the player may not even realise things are broken for several seconds and not adapt quickly. Even with a 0.25% chance to fail, that's still 1 in 400. Less irritating. Maybe I'd take Siphon Speed if it only had 0.25% chance to fail. I use Secondary Mutation and if I Rikti-Monkey meself, I just roll with it. Mind you, that's not in combat. Siphon Speed is used in combat. And if it fails, even only once in 400 uses, there's still the next 30s or so to get through.
  14. Damn, if Regen gets nerfed again, I think it'll go straight through the entire Earth and come out the other side. Hopefully better for the experience.
  15. I had pizza tonight. With pineapple and so much more. It was AWESOME!
  16. There is a new version of Mids being worked on, not just database changes for i27p1 but much more. Hoping to see it soon, but as you say, we'll have to wait for it.
  17. But if you politely but firmly make a good argument, it will always have benefit. The devs love this game too. They do read and pay attention. And they did all those changes, whatever we individually think of them, for good reasons. And as others have pointed out, feedback made the difference to many of the changes, greatly improving them from their initial form in the beta. To effect new changes, you need to come half-way. If you don't understand why the changes in Issue 27 Page 1 were done the way they were, you'll never find a way to convince the devs to think differently. If your argument is some form of "You were wrong. I am right.", it's not going to work. And if you just give up, then you will not contribute to any improvement. I don't like some of the things in Issue 27 Page 1, many of them in the changes to the Blaster Secondaries. If I'm going to convince anyone to revisit some of those changes, I will have to consider the wider implications and along with others test and report. I have to work to make things happen.
  18. I appreciate SWTOR making Datacrons account wide (I'm looking at you, Coruscant and Nar Shaddaa, with your crazy jumping, and all the other pain-in-the-arse Datacrons). But Long Range Teleport is a heck of a lot easier than many a single Datacron. 1 Zone Badge Accolade or 1 hour logged on in Pocket D. I've done the Atlas Park badges so many times I can do them without the minimap in under 10 minutes, maybe under 5. And I often do the hour in Pocket D just to get the Time-in-Zone Badge. And more Account-wide features may be coming, but there are technical issues with adding them. All of them so far: Menu > Options > Options Window > Windows Tab > Beta Features, near the bottom: Power Recharge Indicators: Off, Bottom, Top, Center Chat Timestamps: Disabled, 12-hour, 24-hour, 24-hour w/seconds Chat Timestamp Color: White, Match message color A few others option settings were recently tried as Account-wide, but they had issues interacting with other changes, especially going from Tequila to the new Homecoming Launcher, so they were reverted. I'm sure making more account-wide features will be looked at again soon.
  19. The short version on Day Job badges and charging Day Job and Day Job Accolade powers (if they have charges or time, as opposed to giving a buff or reward bonus), is: Day Job Badges take 100 hours logged out to unlock (4 days and 4 hours). Only exception is Patroller/Criminal which needs 30 bars of Patrol XP earned. Day Job Accolades need two Day Job Badges to unlock. After earning, Day Job and Day Job Accolade Powers with charges take 7 days to fully charge, to 30 uses (most common). 10 tickets (Invention and Tailor discounts), 2 hours (Traveller's Jet Pack), 30 minutes (Gladiator Accolade Combat Shield). Traveler's Jet Pack power starts charging as the Badge for it is being unlocked (Heroes Dimensional Explorer in the Shadow Shard, Villains Arachnos Official in Grandville), so it'll be charged to about 1 hour when the Badge is finally earned. Partial progress towards the next increment of charging is saved if you only log out for a short period of time. EDIT: I think upon gaining badges, either Day Job or the Accolade, some of the charging rates are increased so it takes under 7 days to fully charge. Not entirely sure about this one, but I think it does happen in some cases. There was a bug that was affecting at least partial progress on Invention discount tickets, but that should be fixed now. If you have a case now of partial progress not being saved, it's a bug and should be reported. The Wiki pages still need updating with recent changes, especially for Issue 27 Page 1, but they are good sources of information. https://hcwiki.cityofheroes.dev/wiki/Badges https://hcwiki.cityofheroes.dev/wiki/Hero_Day_Job_Badges https://hcwiki.cityofheroes.dev/wiki/Villain_Day_Job_Badges https://hcwiki.cityofheroes.dev/wiki/Praetorian_Day_Job_Badges
  20. One last post about this. It is off-topic, but like all the things being considered for change in the game system, there is some interaction between them. This does matter for considering reducing the minimum 5% chance to hit mobs and vice versa. It definitely affects all ATs, some in different ways. The 90% resistance cap ATs, Tankers and Brutes, can almost work with either Resistance or Defense based armours. Defense is easier to build tough, but a good resistance armour build can potentially be tougher, but the build is harder to get right and more expensive. True is same for the HEATs and VEATs at 85%. For everyone at 75% resistance cap, which is all other ATs, including the melee Scrapper and Stalker, armoured Sentinels, mixed mode Dominators, and all the rest, Defense is much better than Resistance builds. Go with a resistance armour set (Secondary or Epic), can get Defence to around 30%, so damage admittance against an AVs is: 0.20 (ToHit) x 1.5 (AV acc bonus) x 0.25 (damage after resistance) = 0.075 = 7.5% of DPS, 0.25 = 25% of damage spikes (like a big AV hit) while with a defense armour, Defenses will be over 45% and resists will be around 50%, so damage admittance against an AVs is: 0.05 (ToHit) x 1.5 (AV acc bonus) x 0.50 (damage after resistance) = 0.0375 = 3.75% of DPS, 0.50 = 50% of damage spikes. So the Scrapper and the Stalker will always be better with a Defense armour except against the biggest hits (think Marauder on the Lambda iTrial). But against the toughest hits, only Tankers, Brutes, and maybe the HEATs and VEATs can get a good enough build to take the biggest hits and not be defeated right then. Part of it is their tendency to greater HP and HP cap, so they have more HP to take the resisted alpha strike.
  21. Yes. 🙂 And there's also going to be more Pages in Issue 27 before that.
  22. You should make a post for that in the Suggestions forum. I did a search there for "warshade" and there's not one on it yet. https://forums.homecomingservers.com/forum/45-suggestions-amp-feedback/
  23. That's a suggestion for a changed set of resistance caps just for discussion. Those numbers would need hashing out a lot before a final settled change. As well as other changes at the same time. I picked 95% for Tankers to equal what they can get from Defense against Minions. Of course, all toons should layer all protections, Defense, Resistance to Damage, and Absorb/Heal/Regen. But right now, Resistance Armors are worse for all ATs compared to Defense Armors. Because all ATs can build more Defense protection than Resistance protection. And it's hard to get Resistance from Pool Powers and IO sets bonuses but easy to get Defense to build up the layers of protection.
  24. That's another difficult issue that is interlaced with other stuff that does need to be reconsidered. Right now Defense is better than Resists because for squishies, not getting hit means not getting mezzed or other secondary effects, but even more so, all can get Defense (and -ToHit) high enough that the mobs have the minimum chance to hit (5%; Lts 5.75%; Bosses, EBs, Snipers 6.5%; AVs, Monsters, GMs 7.5%). While going with Resist Armours means mezzing still takes place and 25% of the damage gets through. The resistance cap is higher for Tankers and Brutes, 90%, and Kheldians and Arachnos Soldiers, 85%, but I think many should be improved. Say 95% for Tankers; 90% for Brutes, Kheldians, and Arachnos Soldiers, 85% for Scrappers and Stalkers, 80% for the rest. Such a change would need other adjustments and careful thought, testing, and review. But this should be looked at. The long existence of the Streak Breaker shows this is an issue that really does affect play. https://hcwiki.cityofheroes.dev/wiki/Attack_Mechanics#The_Streak_Breaker Although mobs get to benefit from it too, I think the players get more out of the Streak Breaker. What we're talking about is a real corner case, because with 95% chance to hit, you will only get one miss in a row (assuming there's no issue with the Streak Breaker). It's why I have "Last Hit Chance" at the top of every toon's Combat Attributes Monitoring Window. I want to know when my chance to hit starts dropping so I can do something about it. But then that 1 miss in a row happens to a long recharge power with no backup alternate power and suddenly things are very different for a great part or all of a battle To fit in the Pool and Epic Powers I want, I'm always looking to only keep the Powers from the Primary and Secondary that are the best. And those that are flawed get put on the list to skip. And because Siphon Speed is long recharge and the speed boost isn't autohit and will have that chance to miss--and radically alter what the toon can do--I decide not to take it and build the toon to move faster despite not having Siphon Speed. Because I'll need that 100% all-the-time speed anyhoo. Excellent thoughts, @Akisan. I too like the idea of an Enhancement-Diversification-like solution to give actual final calculate ToHits higher than 95%. And you're right about only so much +Acc, +ToHit, -Def (as well as +Def and -ToHit) is needed. Right now, I go into Mids and change the base ToHit to 48%, that against a +3 target. If I build to a final hit chance 95% or better on the powers, I know that toon is good in virtually all cases. Allowing more out of both player and mob buffs and debuffs can make more things possible, useful, and interesting.
  25. Kudos to all the devs who worked to make this release and with the beta testers polished it for release. It must be something about the general case in many or maybe some particular zones, or some implementation detail that was changed. Because we still have /enterbasefrompasscode in a more limited sense. When close to a Base portal, including the summoned ones, or after invoking without using Long Range Teleporter, Base Transporter, or the Day Job temp power Monitor Duty Teleporter, /enterbasefrompasscode can still be used. Already tested that today.
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